/usr/share/crawl/dat/descript/spells.txt is in crawl-common 2:0.10.3-3.
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Abjuration
This spell attempts to send the targeted hostile summoned creature to the place whence it came, or at least shorten its stay in the caster's locality.
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Agony
This spell cuts the resilience of a target creature in half, although it will never cause death directly.
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Airstrike
This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury. This spell is especially effective against flying enemies.
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Alistair's Intoxication
This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties.
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Animate Dead
This spell causes the dead to rise up and serve the caster; every corpse within sight of the caster is affected. By means of this spell, powerful casters could press into service an army of the mindless undead. Note that zombies are incapable of leaving the level they were created on.
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Animate Skeleton
This spell raises an inert skeleton to a state of unlife, even if that skeleton is still encased in flesh! Note that skeletons are incapable of leaving the level they were created on.
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Apportation
This spell allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell.
Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.
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Beastly Appendage
This spell makes you temporarily replace one or a pair of appendages with an animal counterpart, giving you an extra attack. It is not powerful enough to meld armour.
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Blade Hands
This spell causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult.
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Blink
This spell randomly translocates the caster a short distance.
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Bolt of Cold
This spell hurls a great bolt of ice and frost.
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Bolt of Draining
This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.
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Bolt of Fire
This spell hurls a great bolt of flames.
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Bolt of Inaccuracy
This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
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Iron Shot
This spell hurls a large and heavy metal bolt at the caster's foe.
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Bolt of Magma
This spell hurls a sizzling bolt of molten rock, capable of dealing some physical damage even to highly fire-resistant enemies.
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Borgnjor's Revivification
This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill.
The spell is powerful enough to literally pull someone out of Death's Door, although the shock will render the caster incapable of action for a while.
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Call Canine Familiar
This spell summons a canine to the caster's aid.
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Call Imp
This spell calls forth a minor demon from the pits of Hell.
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Cause Fear
This spell causes fear in those near to the caster.
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Chain Lightning
This spell releases a massive electrical discharge that arcs from target to target until it grounds out. It may ground out harmlessly if there are no targets sufficiently close to the caster, however.
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Cigotuvi's Degeneration
This spell transforms one creature into a pulsating mass of flesh.
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Condensation Shield
This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
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Confuse
This spell induces a state of bewilderment and confusion in a creature's mind.
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Confusing Touch
This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
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Conjure Ball Lightning
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
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Conjure Flame
This spell creates a column of roaring flame.
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Control Teleport
This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
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Control Undead
This spell attempts to enslave any undead in the vicinity of the caster.
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Controlled Blink
This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
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Corona
This spell causes a halo of glowing light to surround and effectively outline a creature. This glow offsets the dark, musty atmosphere of the dungeon, and thereby makes the affected creature appreciably easier to hit.
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Corpse Rot
This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.
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Cure Poison
This spell removes poison from the caster's system.
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Darkness
This spell dims the light of the dungeon, reducing the range of vision. The area affected is quite large and it doesn't have sharp edges, thus the effect is unlikely to alert anyone not very close to the caster.
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Death Channel
This spell raises living creatures slain by the caster and his or her allies into a state of unliving slavery as spectral things.
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Death's Door
This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but
can bring them dangerously close to death. So close in fact, that the body believes itself to be dead - healing effects will do nothing.
The caster will receive one warning shortly before the spell expires. Being more skilled at Necromancy leaves the caster more resilient. Undead cannot use this spell.
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Debugging Ray
A ray which does massive damage (1500 hp) and always hits.
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Deflect Missiles
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
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Delayed Fireball
Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
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Demonic Horde
This spell calls forth a small swarm of small demons to do battle with the caster's foes (and sometimes with each other!).
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Detect Creatures
This spell allows the caster to detect any creatures within a certain radius.
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Detect Items
This spell detects any items lying about the caster's general vicinity.
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Detect Secret Doors
This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches.
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Detect Traps
This spell reveals traps in the caster's vicinity.
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Dig
This spell forms tunnels through unworked rock by liquefying it.
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Disintegrate
This spell violently rends apart anything in a small volume of space. It can be used to cause severe damage.
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Dispel Undead
This spell uses the very forces that bind an undead creature together to inflict a great deal of damage on it.
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Dispersal
This spell tries to teleport away any monsters directly beside the caster.
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Dragon Form
This spell temporarily transforms the caster into a great, fire-breathing dragon. Draconian casters will instead retain their innate colour and breath weapon once transformed.
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Enslavement
This spell causes an otherwise hostile creature to fight on your side for a while.
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Ensorcelled Hibernation
This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
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Evaporate
This spell heats a potion to the point that it explodes when thrown. The resultant steam is then transmuted into a large cloud, the type of which varies from potion to potion. Of course, the volatile potion must be thrown immediately for the spell to work.
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Excruciating Wounds
This spell temporarily infuses the weapon held by the caster with the essence of pain itself. It will not affect weapons which are otherwise subject to special enchantments. Note that unlike other brands, pain can not be made permanent by reading a scroll of vorpalise weapon.
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Fire Brand
This spell sets a weapon or launcher held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments.
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Fire Storm
This spell calls forth a mighty storm of roaring flame directly onto the target, dealing partially irresistible fire damage in a large area and leaving behind short-lived fire vortices.
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Fireball
This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
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Flame Tongue
This spell creates a short burst of flame.
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Flight
This spell grants to the caster the ability to fly through the air.
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Freeze
This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.
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Freezing Aura
This spell surrounds a weapon or launcher held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
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Freezing Cloud
This spell conjures up a large cloud of lethally cold vapour.
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Fulsome Distillation
This spell extracts the vile and poisonous essences from a corpse. You probably don't want to drink the results. The type of potion produced corresponds roughly to the effects of eating said corpse.
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Major Healing
This spell heals a large amount of damage to the caster's body.
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Haste
This spell speeds the actions of a creature. Hasting yourself will increase your magical contamination.
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Haunt
This spell calls wraiths and ghosts to haunt the caster's target. Calling on the undead exacts a toll on the caster's health, however.
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Hellfire
This spell should only be available from Dispater's staff. So how are you reading this?
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Throw Icicle
This spell throws forth a shard of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected.
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Ice Form
This spell temporarily transforms the caster's body into a frozen ice-creature, light enough to float on water.
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Ice Storm
This spell hurls a raging blizzard of ice, sleet and freezing gasses at the target, dealing partially irresistible cold damage in a large area.
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Ignite Poison
This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. The caster and his gear are not affected.
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Inner Flame
This spell fills an enemy with an intense fire, to be explosively released upon death. The size of the explosion caused is dependent on the size of the target.
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Insulation
This spell protects the caster from electric shocks.
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Invisibility
This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.
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Iskenderun's Mystic Blast
This spell throws a crackling sphere of destructive energy.
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Leda's Liquefaction
This spell liquefies the ground around the caster, making it difficult to move through. Any attempt to move through the liquefied ground will be a very slow one.
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Lee's Rapid Deconstruction
This spell fragments a wall or a suitably brittle visible monster into an explosion of deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like substance, as well as those turned to stone by petrification.
Targets made from rock, stone, ice or bone will cause a small or medium-sized explosion. Metal targets will cause a small but particularly damaging explosion, and targets made from crystal will cause a large and extremely damaging explosion.
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Lehudib's Crystal Spear
This spell hurls a lethally sharp bolt of crystal.
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Minor Healing
This spell heals a small amount of damage to the caster's body.
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Lethal Infusion
This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
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Levitation
This spell allows the caster to float in the air.
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Lightning Bolt
This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
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Magic Dart
This spell hurls a small bolt of magical energy. It never misses.
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Malign Gateway
This spell tears a gash in reality, creating a self-sustained but thankfully temporary portal to an unknown, tainted otherworld. Which dastardly denizens of this place might choose to poke their tentacled appendages through, nobody knows, but certainly nobody would want to be nearby when it happens.
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Mass Abjuration
This spell attempts to send all hostile summoned creatures in sight to the place whence they came, or at least shorten their stay in the caster's locality.
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Mass Confusion
This spell causes confusion in all who gaze upon the caster.
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Mephitic Cloud
This spell conjures up a large but short-lived cloud of vile fumes.
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Metabolic Englaciation
This spell tries to lower the metabolic rate of every creature in the caster's vicinity, slowing all those who are not resistant to cold. It bypasses magic resistance, although tougher monsters will not be slowed for as long as others.
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Necromutation
This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes more resistant to cold and hostile enchantments and completely immune to poison, rotting, and negative energy, and requires no food at all for the duration of the spell.
The caster also gains some of the more dubious benefits of having an undead body, such as a vulnerability to holy weapons and an inability to consume potions.
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Olgreb's Toxic Radiance
This spell bathes the caster's surroundings in a sickly green light, inflicting poison on everything nearby (including the caster). It can be blocked by translucent walls, however, and invisible creatures are completely unaffected.
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Orb of Destruction
This spell conjures an orb made of pure destructive magic. Compared to most other projectiles, these orbs travel at a relatively slow pace. The orbs home onto their targets, yet because of their huge inertia, especially agile opponents may be able to outmanoeuvre them. The orbs need some time to stabilize, and a nascent orb won't do the full damage it is capable of.
It is said that most copies of this spell suffer from a scribal error that makes the orbs unstable beyond a short range. Certain individuals may have access to spellbooks without this flaw, so beware!
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Ozocubu's Armour
This spell envelops the caster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. The caster and the caster's equipment will not suffer cold from this layer, yet can be affected by other sources of cold normally. The spell will not function for casters already wearing heavy armour (any body armour with an evasion penalty of 2 or more). The effects of this spell are boosted if the caster is in ice form.
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Ozocubu's Refrigeration
This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold.
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Pain
This spell inflicts an extremely painful injury upon one living creature. The caster suffers minor damage from the backlash.
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Paralyse
This spell prevents a creature from moving.
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Passage of Golubria
This spell opens two gateways (one always near the caster), which allow instantaneous transport to random other open gateways to any creature entering them. There is no limit to the number of gateways that can be open at one time, but a gateway will close when entered or after a moderate amount of time.
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Passwall
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it takes time for the caster to attune to the rock, during which time they will be helpless.
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Petrify
This spell attempts to petrify a monster. If successful, the monster is slowed down for a while until it is temporarily turned into stone. In this state, a monster will take less damage upon being hit.
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Phase Shift
This spell allows the caster to phase in and out of the material plane, allowing them to occasionally avoid blows entirely.
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Poison Arrow
This spell hurls a magical arrow coated with the most vile and noxious toxin. No living thing is completely immune to its effects, and even the undead will take damage from the physical component of the spell.
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Poison Weapon
This spell temporarily coats any weapon or launcher with poison. It will only work on weapons without an existing enchantment.
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Poisonous Cloud
This spell conjures forth a great cloud of lethal gasses.
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Polymorph Other
This spell randomly alters the form of another creature. It is especially effective against shape-changing creatures.
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Portal Projectile
This spell teleports a fired or thrown missile directly to its target, greatly increasing its accuracy (but not damage).
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Projected Noise
This spell produces a noise emanating from a place of the caster's own choosing.
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Recall
This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
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Regeneration
This spell reanimates parts of the caster's wounds. This unholy act dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
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Repel Missiles
This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
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Ring of Flames
This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
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Sandblast
This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
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See Invisible
This spell enables the caster to perceive things that are shielded from ordinary sight.
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Shadow Creatures
This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
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Shatter
This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
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Shock
This spell throws a bouncing bolt of electricity.
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Shroud of Golubria
This spell bends space along a shroud covering your body, protecting you from some blows by redirecting their force to the air around you. Ranged attacks move too quickly to be diverted in this way. The shroud is highly unstable and may fall apart unexpectedly under stress.
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Silence
This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
Silence starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before the effect times out. Some creatures, such as demons, cast magic without speaking and so will be unaffected, and those with innate magical abilities will also still be able to use them.
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Simulacrum
This spell uses a piece of flesh in hand to create a replica of the original being out of ice. This magic is unstable so eventually the replica will sublimate into a freezing cloud, if it isn't hacked or melted into a small puddle of water first. Note that simulacra are incapable of leaving the level they were created on.
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Slow
This spell slows the actions of a creature.
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Smiting
This spell smites one creature of the caster's choice.
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Spider Form
This spell temporarily transforms the caster into a swift, venomous (but poison-susceptible), spider-like creature. Spellcasting is slightly more difficult in this form. While in this form, you can cling to walls.
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Static Discharge
This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
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Statue Form
This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting and negative energy.
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Sticks to Snakes
This spell uses wooden items in the caster's grasp as raw material for a powerful transmutation. Note that magical artefacts will not be affected.
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Sticky Flame
This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.
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Sting
This spell throws a magical dart of poison.
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Stone Arrow
This spell hurls a sharp spine of rock outward from the caster.
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Stoneskin
This spell hardens one's skin to a degree determined by one's skill in Earth Magic. It only works on relatively normal flesh, and will aid neither the undead nor the bodily transformed. However, there is one exception: the effects of this spell will be boosted for casters in Statue Form.
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Striking
This spell hurls a small bolt of force.
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Sublimation of Blood
This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
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Summon Butterflies
This spell creates a shower of colourful butterflies. How pretty!
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Summon Demon
This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time (although the demon's servitude is by no means guaranteed).
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Summon Dragon
This spell summons and binds a powerful dragon to perform the caster's bidding.
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Summon Elemental
This spell calls forth a spirit from the elemental planes to aid the caster. A large quantity of the desired element must be available; this is rarely a problem for earth and air, but may be for fire or water. The elemental will usually be friendly to casters - especially those skilled in the appropriate form of elemental magic.
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Summon Greater Demon
This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
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Summon Horrible Things
This spell opens a gate to the Abyss and calls through one or more hideous abominations from that dreadful place. The powers who answer this invocation require of casters a portion of their intellect in exchange for this service.
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Summon Hydra
This spell summons a many-headed hydra to fight alongside the caster for a short time.
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Summon Ice Beast
This spell calls forth a beast of ice to serve the caster.
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Summon Scorpions
This spell summons one or more scorpions (some of which may not be bound to the caster's service).
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Summon Small Mammals
This spell summons one or two small creatures to the caster's aid.
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Summon Swarm
This spell summons forth a pestilential swarm.
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Summon Ugly Thing
This spell summons a mutated otherworldly creature to the caster's aid.
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Sure Blade
This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.
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Swiftness
This spell imbues its caster with the ability to achieve great movement speeds. But this speed comes at a price: the caster is less stealthy and more likely to blunder into traps while the spell is in effect.
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Teleport Other
This spell randomly translocates another creature.
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Throw Flame
This spell throws a small bolt of flame.
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Throw Frost
This spell throws a small bolt of frost.
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Tornado
This spell turns the air around the caster in a mighty vortex, doing tremendous damage to everyone caught in it. Only the eye of the storm is a safe place, and it follows the caster. Everything not firmly nailed down will be lifted and tossed around.
The spell's effectiveness is greatly diminished in closed areas.
As a side effect, this spell may be used to cross lava, but beware of its short duration.
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Tukima's Dance
This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on certain wilful artefacts; any abilities that require evocation skill won't be used either.
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Tukima's Ball
This spell causes weapons on the ground near the caster to all leap into the air and dance together.
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Twisted Resurrection
This spell causes nearby corpses to begin crawling together, merging into horrible agglomerations of flesh. More and larger corpses result in more powerful creations.
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Vampiric Draining
This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
However, attempting to drain an undead or demonic creature will backfire on the caster.
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Venom Bolt
This spell throws a bolt of poison.
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Warp Weapon
This spell temporarily binds a localized warp field to the invoker's weapon. Note that unlike other brands, distortion can not be made permanent by reading a scroll of vorpalise weapon.
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